Comments

Comment by vindurza

he's been working out

Comment by Reignac

"Who is Malkorok?"

Malkorok was originally of the Blackrock clan. He served under Warchief Dal'rend "Rend" Blackhand in Blackrock Spire. After Rend was killed by adventurers, Malkorok eventually found his way to serving under Garrosh Hellscream at the head of the Kor'kron, the Warchief's personal guard. Because he lived in Blackrock Mountain most of his life, Malkorok does not like the bright sun of Durotar.

Malkorok gained something of a reputation in Orgrimmar for how harsh he could be to anyone who expressed treason of Garrosh - and Malkorok had a very wide definition of "treason." Sometimes he would go up to orcs who he oerheard muttering, and they would get bullied into compliance or simply disappear. Malkorok's brutal crackdown on Orgrimmar scared Vol'jin, who decided that he better not speak out against Garrosh in case Malkorok attacks his people.

After a meeting between all the Horde leaders, Malkorok decided that it was worth his time to keep an eye on every Horde leader. Throughout the book Jaina Proudmoore: Tides of War, he was paying attention to everything Vol'jin and Baine did or said.

After Theramore was destroyed, there was a great party in Orgrimmar. Malkorok, though, went to the inn in Durotar where he overheard some Horde soldiers grumbling about the mana bomb. Malkorok proceeded to toss a grenade into the Razor Hill inn, killing everyone inside for their "treasonous" talk.

In the Shrine of Two Moons and Kun-Lai Summit, Malkorok appeared at Garrosh's side and informed him of the old mogu empire. When the Heart of Y'Shaarj was found beneath the Vale of Eternal Blossoms, Malkorok obtained it and brought it back to Orgrimmar (and threatened Grizzle Gearslip while doing so).

Comment by Stabhorn

He has been infused with the powers of the Heart of Y'Shaarj.

Comment by MABGamer6407

He use's the same wire frame animations as Jin'rokh the Breaker.

So in a way its another Dire Troll Based model. Looks kinda strange when he cracks his knuckles when he has a blade fist in one arm.

Comment by Hagorran

Pretty easy boss if you have smart people we 3 shot him!

Comment by Xocoatl

For those who din't find the other Barrier spells in the dungeon journal.

Comment by Ghouls

THIS IS ALL HIS FAULT GARROSH WOULD HAVE BEEN A GREAT WARCHIOEF IF THIS !@#$%^& DIDN'T CORRUPT HIM!

Comment by Keldion

Fitting that the mechanics of this encounter are like Malkorok himself; simple yet brutal.

Malkorok is a two phase fight with a 6 minute hard enrage timer. Your DPS will relish this battle aside of the personal accountability checks, which I will describe below.

Throughout the fight, tanks will notice that Mal stacks a debuff called Fatal Strike which will increase all damage taken by 10% per stack for 30 seconds. Fatal Strike ramps up quickly, necessitating a tank swap at approximately 12-15 stacks to give the other tank enough time to let the debuff drop.

Phase 1: Ancient MiasmaYou'll spend most of your time in this phase. Malkorok applies Ancient Miasma while his energy builds up to 100, causing all heals to be converted into absorption shields with an upper limit of 100% of the target's max HP. It will also deal non-trivial Shadow damage every 2 seconds, making blanket healing very valuable here.

Throughout Phase 1, Mal will cast Seismic Slam, damaging and knocking randomly targeted ranged DPS or healers into the air*. Spread out to minimize raid damage from this effect.* - Note that Ancient Barriers will soak falling damage.

Malkorok will go through two cycles of casting Arcing Smash three times, with Imploding Energy immediately following each Smash. Arcing Smash is a frontal cone that Malkorok will always cast from the center of his platform. Avoiding Smash is simple enough, but the following pools of swirling Imploding Energy require at least one player (other than tanks) to stand in them to prevent a significant burst of raid damage. 3 pools spawn in 10 man, while 7 appear in 25 man. If two or more of the Imploding Energy pools are not soaked, your raid is going to wipe.

After the third Smash/Energy combo, Mal will soon cast Breath of Y'sharrj. This is the raid killer; it causes the three locations struck by Arcing Smash to erupt again and deal fatal Shadow damage to anyone caught within their area of effect. To avoid Breath, the raid must move into a zone that was not struck by any Arcing Smash. Once the Breath passes, immediately split up again to avoid Seismic Slams.

After casting two Breaths, Malk will enter phase 2 and enter a Blood Rage.

Phase 2: Blood RageMal will apply Blood Rage to himself, changing his melee attacks into Meteor Strikes. The raid must immediately stack onto the tanks to keep the damage manageable, especially to the tank with the highest stacks of Fatal Strike. Mal will also infect players with Displaced Energy, requiring those affected to move away from the stack before Energy expires and blows up the raid. They may be dispelled early, but will detonate similar to heroic Jin'rokh's Ionization debuffs.

Ancient Miasma no longer absorbs healing during this phase, but any leftover Ancient Barriers will still apply towards Mal's melee strikes. Healers will want to unload to get the players topped back up.

Comment by jetfire158

This fight is a fairly simple one, however, players still need to be aware of the mechanics. Here is a basic strategy:

Phase 1During this phase, have your ranged and healers spread out at evenly as possible around the edges of the room, with melee stacked up in the middle.

Fatal Strike - Tank swap mechanic, as you might have already guessed. Determine how many stacks your tanks can take.

Ancient Miasma - This is primarily for the healers to pay attention to. As the tooltip states, all healing will be converted into an absorption shield. It has three levels, strong, normal and weak, as described by a previous commenter. Basically healers will want to keep people topped off as much as possible during this phase, and be keeping a close eye on the status of Ancient Barriers.

Seismic Slam - This generally targets only ranged and healers, however melee can be caught in it. This is part of the reason ranged and healers need to be spread out around the fringes of the room during this phase, with melee and tanks stacked up in the middle.

The boss will be going through 3 cycles of Arcing Smash followed by Imploding Energy. The smash will be a cone-shaped AoE in front of him. The ground will become animated right before he casts it, so it should be easily avoidable. The Imploding Energy will appear in three random spots around the room, and need to have 1 person standing in them when they go off to prevent massive AoE damage to the raid. They are round and purple---you can't really miss them. This is another reason why healers and ranged need to be spread out around the room, so that wherever the Energy spawns, there will always be someone nearby to quickly step into it and take one for the team. The damage to anyone standing in them will not be split however, so it is preferable for only 1 person to be in each one.

Now, after the 3 Smashes and sets of Imploding Energy, he will cast Breath of Y'Shaarj. This will one-shot anyone who is caught in it, and there is no graphic on the ground to mark where the Smashes have gone out, so someone NEEDS to be assigned to placing markers at the center of each Arcing Smash so that everyone knows where to go when Breath goes off.

Phase 2Once he reaches 100 Rage, Malkorok will activate Blood Rage. Everyone then needs to stack on the tanks, as his melee attacks will deal massive damage spread out over everyone struck by them. So, like the fireball on Galakras, the more people getting hit, the less damage each person takes.

The Ancient Miasma will not be active during this phase, however, any barriers left behind will absorb as much damage as they can before they disappear, so healers keep that in mind. During this phase he will lose 5 Rage every second; when he runs out he'll go back to Phase 1. Ranged and healers will go back to their positions around the room, and you'll rinse and repeat. During Blood Rage, the following will occur:

Displaced Energy - If you get this debuff, run out of the group ASAP so that it doesn't explode all over the raid. The edges of your screen will turn purple (if you have DBM), so you can't really miss it. Healers do NOT dispel this debuff; it will fall off automatically after 9 seconds.

TL;DR

All - Stay out of Arcing Smash, run out of the group if you get Displaced Energy, stand in purple circles.

Ranged - Spread out during Phase 1, and run to a safe zone away from raid markers when Breath of Y'Shaarj goes off. Stack on tanks during Phase 2.

Healers - Everything ranged has to pay attention to, in addition to keeping an eye on Ancient Miasma/Barriers, watching for Seismic Slam, and those who have elected to stand in Imploding Energy. Do not dispel Displaced Energy.

Melee - Follow the tanks.

Tanks - Stay on top of swap mechanics, and run to safe zone away from raid markers when Breath is cast.

Good luck and last but certainly not least, have fun!

Comment by urakantu

actually, i would like to fight the "normal" malkorok instead of an abomination. it doesnt feel like im actually revenging baine and voljin when fighting with that abomination

Comment by arbhatt

Dear fellow Prot Pallies,

Take heed! You can be OP once again on this fight. Take Eternal Flame, Holy Avenger, and Light's Hammer as your talents. Start the pull with Holy Avenger and Avenging Wrath up and blanket the raid with Eternal Flame. The more Haste you have, the better. Your Vengeance stack will make the EF ticks HUGE, and they all cause absorbs so won't be wasted as overheals. Make sure you have Skada or Recount up so that you record yourself doing over 125k heals per second (until Blizz finds out, shhhhh). :-)

Comment by urakantu

for blood deathknights:as long as u have Ancient Barrier up, u will not loose a stack of your . resulting in %100 uptime :)

Comment by TrunksW

Not sure why i am saying this but anyway: He's like an ugly brother of Garrosh xDI wonder why didn't he end up by The Twilight Hammer in first place?

Comment by Kathucka

Watch Out!

This fight is tough to win in a PuG with new people, even on Flex difficulty. It has a couple of new mechanics that have to be learned with practice. It's absolutely unforgiving of screw-ups. Leading a raid in this situation is tricky.

First, accept that if you have people that haven't practiced the fight in at least Flex difficulty, then they don't know the fight well enough, and you're probably going to wipe at least twice while they learn. This is true even though the fight is pretty easy once everyone has practiced it.

So, be patient, and make sure you explain everything slowly and carefully. If you have to bring in someone new, make sure that new person either knows the fight already or gets a full explanation. Make sure everyone knows to expect some screw-ups and wipes.

Here are some tips that will actually let you win the fight. Share them with your Flex raid.

Wipe Causes

First, the most common causes of wipes I've seen:

Failure to stand in Imploding Energy is by far the #1 problem. You can miss one of these in Phase 1 and probably be OK. Two is probably a wipe.

Failure to manage tank damage. It gets really brutal at a couple points. The swap must be spot-on. As the current tank gets near the end of his turn and Fatal Strike stacks high, he must use some damage reduction cooldown or two. The tank can't afford to lose much real health, because there's no way to get it back until the end of the phase.

Failure to get out of Breath of Y'Shaarj. There is no warning animation, so this is really tough for people new to the fight. It's also absolutely lethal, leaving you with fewer players to cover the Imploding Energy.

Failure to stack in front of the boss for Blood Rage phase. The damage during this phase is split. If there aren't enough people there, the boss will one-shot the tank.

Fight Explanation

The most important part of the fight is the Imploding Energy. So, this is what you tell people:

Every imploding energy must be covered, or we will wipe. If it will kill you, stand in it anyway. Losing just you is better than wiping the whole raid. Naturally, use a survival cooldown and try to live. (Make a really big deal about this one.)

Everyone except the current tank is responsible for standing in the imploding energy. Yes, even you, healers. Especially you, melee. If you watch your damage meter instead of the purple swirly, we're going to wipe. (Keep making a big deal.)

Spread out evenly around the arena before the fight and remember your spot. Ranged and healers should be on the ring that's halfway to the center. That allows you to get to any imploding energy in time and also lets you dodge the arcing smash.

You will have to move away from your spot when arcing smash comes and at other times. As soon as it's done, move back to your spot. If you don't, there will be a gap in coverage and we'll miss an Imploding Energy and probably wipe.

Only one person should stand in each imploding energy. The damage is not split.

The second big problem is Breath of Y'Sjaarj. There are three possible ways to deal with it:

Easiest way: Have two tanks that are good at avoiding it. Have him pull the boss to a safe spot before the Breath. Everyone stack on the tank. (You have to do this anyway for Blood Rage.)

Best way: Have someone set up macros for the "lucky charm" floor markers. Mark the spot where each smash happens. Everyone move out of those sections when the Breath is coming. This can be combined with the previous way.

Another way: The smash happens in a 60 degree arc. So, there are six places it can land. Mark the spots at 0 degrees, 120 degrees, and 240 degrees. It will land three times before the Breath. Call out where the smashes hit ("between blue and green"). When the Breath is coming, call out the best safe zone. This has the advantage that it's easy to find your way back to your spot again after you move.

More Tips

Those are the big ones. Here are some more tips:

The Imploding Energy happens right after each Smash. Look around for purple swirlies as soon as the Smash is done.

The Breath happens after the third Imploding Energy. You should be running to a safe spot as soon as you absorb a swirly or see that there isn't a swirly for you.

The Blood Rage happens after the second Breath. You should be running to stack in front of the boss right before or after that Breath.

Raid leaders should be calling these out in case people lose count.

When you get the debuff, run out of the raid until you are dispelled, then run back.

Put bubbles on the first tank immediately before the pull, to keep him from losing health before the Ancient Barrier kicks in.

The standard raid frames show the Ancient Barrier as missing, red, yellow, or green, depending on its strength. Healers should try to keep everyone at green. Non-standard raid frames might not show this debuff by default. Healers must configure their add-ons to show it or display the standard raid frames.

For the first 7 or 8 seconds of the fight, everyone should stack in the middle so that healers can use AoE healing and build the ancient barrier on everyone. Get out before the first Arcing Smash. Be careful doing this later because Seismic Slam sucks when you're stacked.

Comment by Darkaara

Comment by harleybert

After reading Tides of War, bringing this guy down is just... so satisfying.

Comment by Zabfromdurotan

works wonders on the implosion puddle damage, and during blood rage for all you mages.

also, evo glyph helps a bit too, about 6k healy shield per second for rune of power

Comment by santipants

Keep dying to him. Pretty annoying. His frost thing is impossible to deal with when soloing.

Comment by nakript

Druid Moonkins watchout. On Mythic: Malkorok, moonkins always get agro from all Living Corruption when you reach . I've read on a forum (dont find it now) that was due to the fact that when you reach , your 50% mana gain generate agro from the old system.

Comment by Zulbabak

Comment by Nawin04

This is how you tame Thok in the pre-Legion patch (7.0.3)Follow the vid, and it is an easy tame!

Queue for LFR by talking to Lorewalker Han, The storyteller. (Above Mogu'shan Palace)- Tell me about the underhold beneath Orgrimmar.Malkorokhttps://www.youtube.com/watch?v=-oj7numt4CM- Take a tank pet- Disengage to avoid falling damage- mend pet- Spirit mend yourselfAround 25% he will go berserk and ignore your pet...- Feign Death and let your pet handle the cleave damage.- mend pet and run if your pet is about to die. - Misdirect your pet and kill him (blood rage has ended by now)

Spoils of Orgrimmarhttps://www.youtube.com/watch?v=rKUX0aC0OIwOpen the Large crates and Medium crates(till 50)You can easily kill them in any hunter spec.-Pull lever -Jump over to the other side - Kill Large and Medium crates(till 50) - Pull lever and walk into the other room-Kill Large and Medium crates(till 50) -Pull lever- Jump to the other side (last room)

Comment by ZombieEris

110 Elly Shammy 801 ilvl10nPretty much just avoid Arcing Smashes and your good.Ended with 45% heal. only healed a couple times during the fight.

Will update when I do higher difficulties.

Comment by bolllocks

As an 875 Prot Pally I was able to solo everything on Mythic up until this guy. At 2 minutes and 20 seconds he casts an ability called Blood Rage. It just destroys you even when all cooldowns are popped (even through both pally bubbles). If you can't burn him down before he casts Blood Rage you can't solo. A guildmate was kind enough to come help me kill him and finish the place up.

Guides

Related

Tooltips and dungeon journal reflect ability values for one encounter version. Please refer to "Effect" section on spell pages to see values for all raid sizes and difficulties.

Overview
– Malkorok's platform begins covered with a dark miasma that absorbs all healing done to players, converting it into an absorption shield instead. Malkorok strikes the ground with a large cone smash three times in sequence, and then causes the same three areas struck to erupt simultaneously with dark energy.Malkorok draws in the miasma, entering a Blood Rage and empowering his melee attacks but allowing players to heal normally for a time. Malkorok then exhales the dark energy, and the cycle repeats until he is defeated.

Tanks
– Take turns tanking Malkorok to allow [Fatal Strikes] to reset.Clump to split the damage from Malkorok's attacks during his [Blood Rage].

Ancient Miasma
– An Ancient Miasma fills the room, absorbing all healing received but creating an Ancient Barrier that absorbs damage equal to the amount of healing absorbed, up to a cap of 100% of maximum health. In addition, the Miasma inflicts 30000 Shadow damage every 2 sec.

Ancient Barrier
– Whenever Ancient Miasma absorbs healing it creates an Ancient Barrier on the player, absorbing damage equal to the amount of healing absorbed. The damage absorbed from Ancient Barrier cannot be greater than 100% of the player's maximum health.This effect is able to absorb damage taken from falling.

Essence of Y'Shaarj
– The Ancient Miasma forms orbs of corruption every 3 seconds, which persist for the remainder of the fight. If a player comes into contact with an orb, it is consumed, removing Ancient Barrier and inflicting 18000 Shadow damage to them.

Endless Rage
– Malkorok gains Rage over time whenever he is not in a Blood Rage.When Malkorok reaches 100 Rage, he absorbs the Ancient Miasma and enters a Blood Rage.

Blood Rage
– When Malkorok reaches 100 Rage, he enters a Blood Rage, causing each melee attack to inflict 1800000 Physical damage, split among all enemies hit. Blood Rage causes Malkorok to lose 5 Rage every second and ends when he no longer has any Rage.When Blood Rage expires, Malkorok expels the Ancient Miasma from his body.

Displaced Energy
– While in a Blood Rage, energy arcs off of Malkorok's body, afflicting players with Displaced Energy. This effect inflicts 250000 Shadow damage every 3 sec for 9 sec. When Displaced Energy expires, the energy explodes outward, inflicting 450000 Shadow damage to all allies within 8 yards who are not afflicted with Displaced Energy.

Imploding Energy
– Malkorok's corruption opens tears of dark energy that inflict 450000 Shadow damage to all players within 5 yards after 4 sec.If an implosion of energy does not hit a player, it instead inflicts 510000 Shadow damage to all players.